These leather bracers each have several metal bands running down the forearm and chains wrap around their wrists. When you cast Shield, Shield of Faith, or Sanctuary, you may target an additional creature. Shield can be cast to a range of 15 feet and may be triggered by a creature within range being attacked or targeted by the spell Magic Missile. Each time the bracers are used in this way the chains glow brightly.
These calf-high metal boots are heavily reinforced and each have two crystal orbs in their soles. These boots have 3 charges, and regain one charge each day at dawn.
While wearing them as a bonus action you can utter the command word inscribed in gnomish on the sole of the right boot, expending a charge to activate the boots. Until the end of your turn you can fly in any direction you choose, up to twice your remaining movement speed. When your turn ends if you are still flying you descend at a rate of 60 feet per round.
These heavy metal boots weigh 5 pounds together and appear to be heavily charred. As a bonus action once per short rest you can stomp your foot before jumping to double your jump distance and height and deal 1d4 Force damage to all creatures within 5 feet of you, including yourself. Additionally, while wearing these boots you cannot be knocked prone by falling.
This metallic cylinder is about the length of a man’s hand, it has a spike on one end and a button on the other. As an action you can press the button and throw the blast shield up to 30 feet. Or if you are holding the blast shield you can throw the blast shield at your feet as a reaction to any attack or effect that includes you or an adjacent creature. As soon as the spike makes contact it creates a 15 foot sphere, centered on the blast shield, equivalent to Otiluke’s Resilient Sphere that lasts until the end of your next turn. Once the blast shield has been used in this way it cannot be used again until the next dawn.
This overly large shield weighs 15 pounds and is covered in dozens of overlapping sheets of metal across its face. While you have this shield equipped you can activate the shield as a bonus action by uttering the command word. Until the beginning of your next turn you are Restrained as metal plates begin flying off the shield and forcefully forming around your body. Starting at the beginning of your next turn while the shield is activated your AC is 17 + your Dexterity modifier (max 3), including the shield. This counts as wearing medium armor. If you are already wearing armor when you activate the shield the plates begin flying off but are unable to form around your body and return to the shield. The shield deactivates in the same way it activates, and all the plates return to the face of the shield.
This wooden chest is one foot on each side and has a simple clasped lid. The Stage of the Mime has 3 charges, and weighs 4 pounds. As an action you can open the chest, expending a charge. When the chest is opened it becomes spectral and unfolds into a small ghostly stage on the ground, creating a 20 foot radius zone of silence, centered on the location the box was opened. This zone of silence lasts 1 minute and while within this zone of silence you have advantage to all performance checks that are not considered an attack. At the end of 1 minute the stage disappears leaving the, no longer spectral, chest in its place. The Stage of the Mime regains 1d4-1 charges each day at dawn.
The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal 1d4 plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.
The Gloves of Silence are a pair of white kid leather gloves, and seem to fit as if they were made for you. While wearing these gloves you can spend a short rest bonding with a non-magical weapon you are proficient with. You can be bonded with up to three weapons. As an action you can make a performance check as an attack against the armor class of a target within 5 feet, on a hit you deal the weapon damage of one of your bonded weapons plus your Charisma modifier Psychic damage and create a 5 foot zone of silence centered on yourself that lasts until the beginning of your next turn. You cannot apply expertise on performance checks made in this fashion. If you can make multiple attacks this replaces one of them. Additionally while you are wearing these gloves they have a 1 inch aura of silence over their surface at all times.
This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying it’s depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:
- You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.
- You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.
- You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack’s range is 20/60 and does the same damage as the weapon would normally do.
The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet without provoking opportunity attacks.
These leather gloves are singed with a delicate web of right angles.
This item has 5 charges and regains all expended charges each day at dawn. Additionally, you can use these gloves as an arcane focus.
While casting a spell if you are wearing these gloves you can expend a number of charges equal to the spell slot used to ignore any verbal or somatic components for the spell. When you expend charges in this way the gloves network of burns glows with energy that varies in color depending on the school of magic.
This cloak always seems to be affected by a light breeze and flows behind you constantly. While wearing this cape you have advantage on Charisma checks to appear heroic, royal, or awe-inspiring.
This tattoo is an interwoven web of right angles, usually stretching from the torso to fingertips. You gain two abilities and you may use one per short rest.
- You cast a spell up to 5th level ignoring verbal and somatic components.
- You cast any 1st level spell or cantrip that would normally be an action or bonus action as a reaction to being attacked, or as an opportunity attack.
This needle has a short length of bright red thread attached to it and the smallest of runes around the eye. If you take 1 minute you can repair any single tear or hole in leather or cloth as long as it’s no larger than 3 feet in any dimension, and all the material is still there. If material is missing and you have more available you can use new material to replace it. After an hour the thread melds into the surface and the seam disappears as if it was never there. The thread never seems to run out.
This wand is made of a sturdy oak and each end is seamlessly reinforced with bronze. It has 5 charges and regains 1d4+1 charges each day at dawn. You may choose to spend a charge to cast Mending with a range of 10 feet. For every additional charge spent to cast Mending the size you may mend increases by 1 foot. If you double the charges spent you may cast Mending as an action.
This shield is made from a thin sheet of solid stone, and is etched with radiating lines. While you are touching solid ground you may activate or deactivate the shield as an action by speaking the command word. When activated the shield expands, spiking along the radiating lines to a width of 15 feet, a height of 10 feet, and rooting itself and you into the ground. This provides full cover to all creatures behind the shield (including yourself) and while the shield is active you are not able to be shoved, or moved magically, but you are Restrained until you deactivate the shield.
This hardy wine bottle is completely opaque and holds a strong, deep red alcohol but it cannot be poured out, only drunk from. It can be depleted but any liquid poured into the flask is instantly transformed into an equal amount of alcohol and any poison is nullified. Any creature that has drunk from the decanter knows the direction of the nearest alcohol within 10 miles (besides the decanter) for the next hour.
This scroll unrolls into a 1 foot square with a magic circle in the center. When a book, a stack of papers or parchment, or any non-living object with writing (that fits on the scroll) is placed into the magic circle, it activates. Light emits from the lines of the magic circle and the scroll smokes until the object placed on it is enveloped. Once it finishes this process the smoke clears to reveal a scroll replacing the original object, but containing all the written information that was on it. The covering of the scroll depends on the material provided. For instance a hardbound book becomes a scroll within a custom fitted scroll case in the color of the binding. This is useful for making travel versions of books because scrolls created in this way are never more than half the original weight. If a scroll created in this way is brought into an anti-magic field or is dispelled it explodes into the original object(s) it was made out of.
This small vial holds a clear foaming liquid, and has a wand of sorts attached to it by a string. As an action a creature can soak the wand in the liquid and blow on it, when they do so 10 airy crystalline orbs form at the end of the wand and gently float wherever the wind fancies. Using the vial in this way expends a charge. The orbs burst after traveling 100 feet, touching a creature, or bumping into a sharp object. When an orb bursts it deals 1d4 thunder damage to all creatures within 5 feet as a uncannily large concussion emanates from them that can be heard out to 100 feet. The vial is found with a number of uses equal to 2d10 or a number of the DM’s choosing and when all uses are expended it is empty and cannot be used again.
This is a simple leather satchel riddled with scorch marks and tiny holes. When opened it has nothing insde it, but if you reach in without looking you can feel several stones or orbs.
It has 4 charges and regains all expended charges each day at dawn.
As a bonus action you can expend a charge and pull out a fist sized stone that begins to smoke. At the end of your next turn it will shatter with a low crack that can be heard out to 100 feet. It explodes into shards dealing 1d10 piercing damage to all creatures within 5 feet that are not behind 3/4 or full cover. You can throw one of these smoking stones up to 30 feet.
If the satchel is exposed to fire damage a charge is expended and a stone shatters. Additionally, any stone exposed to fire damage immediately shatters.